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https://github.com/baldurk/renderdoc.git
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ec8564642a
* Instead of only doing a very lightweight check to see if the API is available up-front, we now share the API initialisation among all API tests far enough to determine availability of extensions, features, etc. Then we can precisely determine which tests are available and which aren't before running.
107 lines
3.5 KiB
C++
107 lines
3.5 KiB
C++
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "d3d11_test.h"
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struct Saturate : D3D11GraphicsTest
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{
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static constexpr const char *Description = "Tests using saturate, originally for a bug report";
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std::string pixel = R"EOSHADER(
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void main(float4 pos : SV_Position, out float4 a : SV_Target0, out float4 b : SV_Target1)
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{
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// this code is arbitrary, just to get a negative value and ensure
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// it's a) not known ahead of time at all
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// b) not merged in with any of the calculations pre-saturate below
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float negative = log2(pos.x / 1000.0f);
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// maps to mov_sat
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float zero = saturate(negative);
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// maps to add_sat which breaks
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float addsatzero = saturate(negative - 1.00001f);
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// maps to mul_sat
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float mulsatzero = saturate(negative * 1.00001f);
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a.x = negative;
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a.y = zero;
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a.z = addsatzero;
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a.w = mulsatzero;
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b.x = float(zero == 0.0f);
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b.y = float(addsatzero == 0.0f);
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b.z = float(mulsatzero == 0.0f);
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b.w = 0.0f;
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}
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)EOSHADER";
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int main()
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{
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// initialise, create window, create device, etc
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if(!Init())
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return 3;
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ID3DBlobPtr vsblob = Compile(D3DFullscreenQuadVertex, "main", "vs_5_0");
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ID3DBlobPtr psblob = Compile(pixel, "main", "ps_5_0");
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ID3D11VertexShaderPtr vs = CreateVS(vsblob);
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ID3D11PixelShaderPtr ps = CreatePS(psblob);
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ID3D11Texture2DPtr fltTex[2] = {
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 400, 400).RTV(),
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MakeTexture(DXGI_FORMAT_R32G32B32A32_FLOAT, 400, 400).RTV(),
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};
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ID3D11RenderTargetViewPtr fltRT[2] = {
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MakeRTV(fltTex[0]), MakeRTV(fltTex[1]),
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};
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while(Running())
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{
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ClearRenderTargetView(fltRT[0], {0.4f, 0.5f, 0.6f, 1.0f});
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ClearRenderTargetView(fltRT[1], {0.4f, 0.5f, 0.6f, 1.0f});
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ClearRenderTargetView(bbRTV, {0.4f, 0.5f, 0.6f, 1.0f});
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(vs, NULL, 0);
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ctx->PSSetShader(ps, NULL, 0);
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RSSetViewport({0.0f, 0.0f, (float)screenWidth, (float)screenHeight, 0.0f, 1.0f});
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ID3D11RenderTargetView *rts[] = {
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fltRT[0], fltRT[1],
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};
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ctx->OMSetRenderTargets(2, rts, NULL);
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ctx->Draw(3, 0);
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Present();
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}
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return 0;
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}
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};
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REGISTER_TEST(Saturate); |